[RPG] n’t one make changes to concentration in homebrew

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It's not hard to find questions on this site that propose changes to how concentration works. Every time I have proposed such a homebrew, regardless of how limited the change to concentration is, I've been told that one should never change how concentration works. I've never found or been given a reason for this, however. Further, it seems strange to me that this would be so dogmatic, given that,

  • The Arcane Abeyance ability lets another creature concentrate on a spell cast by a Chronurgy Wizard;
  • Matt Mercer's homebrew Cleric Moon Domain allows dual concentration as long as both spells are from the class domain list (admittedly, Matt Mercer is not WotC, but he is cited frequently as an authority here with respect to rules and game design).

These all seem like substantial changes to concentration that are acceptable to the game designers. It is glaringly obvious that some changes to concentration will break the game or make keeping track of it substantially harder, but this is true of every feature in the game. It is not clear to me why this dogma about never changing concentration, specifically, gets repeated. What is the justification for this dogma and why are the above exceptions okay given the justification? Why does this dogma get repeated even when the changes to concentration are very limited?

I am aware, per this question, that the rules warn about this (this question is also related). Some answers to these questions give examples of overpowered concentration changes, but I don't find these very informative because they are so clearly overpowered. I am wondering what specifically breaks when concentration is changed and why the above examples don't also break that?

This question and answer address a specific very powerful change to concentration and has good advice for this question, overall. However, here I'm asking about about the boundary between game-breaking and non-game-breaking changes with respect to concentration.

Best Answer

I wouldn't say that "all changes to concentration are inherently overpowered", but I would say that all changes to concentration are inherently suspect. You'll need to playtest the heck out of it with players who are dead-set on abusing it to the utmost, and you'll still not be totally sure it's okay.

"Don't mess with concentration" is a great rule of thumb, the safer path that totally avoids a pitfall rather than trying to tightrope-walk across it.

If it feels like people on SE tend to have a kneejerk reaction to altering concentration rules, then this is probably the source of it. It's good advice to not mess with that part of the rules; but like all good advice, it's entirely possible to ignore it and still be fine -- it's just more dangerous. And more to the point, if you're asking "Hey what do you think of this class feature?", most people won't be able to look at a change to concentration and tell whether it's viable or not. Like messing with the action economy, the results can be far-ranging and unpredictable.

But it's not just concentration. Alterations to spellcasting rules in general are difficult to balance, because there are just so many spells and so many possible interactions that must be considered. On a monster whose lifespan is measured in a rounds (and usually a single digit) and has a limited spell list, a possibly unbalanced ability is not a big deal; worst-case, it throws off the difficulty of one fight. On a player character, it can have a much more devastating impact on the game.